View Full Version : [Skyshrine] Zone Bugs and Feedback
Cyliena
03-15-2012, 01:43 PM
<p><strong>Zone to Skyshrine</strong> (from Withered Lands) - You run in midair to here.</p><p><strong>Skyshrine Ambiance</strong> - Inside Skyshrine it's very.. foggy? Guessing that's intentional ambiance but really makes the zone look 'meh'.</p><p><strong>Maps</strong> - Maps 0-2 for Skyshrine are all identical. The maps are also really bad about switching back to the central area, and there's no good map for the central area showing the viable branches from it.</p><p><strong>"Challenge Modes"</strong>: From the original announcement about GU63..</p><h3>Destiny of Velious Content Updates Include: *</h3> <ul><li> <p>Play YOUR way in Skyshrine instances with solo, normal and challenge group modes</p></li></ul><p>I'm only seeing level 95-96 heroics in Skyshrine. Where is the solo part?</p><p><strong>Dracurion Mender</strong> - Not seeing any faction from the quests yet the Dracurion Mender doesn't want my business. What a party pooper. (Okay I take this one back, Hazrem's quests have faction yet Cek'Arctor's missions do not)</p><p><strong>Covert Drake</strong> - Target ring for "a covert shadow-talon drake" is HUGE! Also, since our only option is Withered Lands for returning, why do we get a map popup for this once we said yes take us back?</p>
Fyreflyte
03-15-2012, 03:55 PM
<p><cite>Cyliena wrote:</cite></p><blockquote><p>I'm only seeing level 95-96 heroics in Skyshrine. Where is the solo part?</p></blockquote><p>The daily missions from Cek'Arctor are solo/duoable (you may use a mercenary as well).</p>
Morghus
03-15-2012, 04:25 PM
<p>I think the redness of the zones should be toned down, it's making me see green.</p>
Wizardlord
03-15-2012, 05:22 PM
<p>an osseous banisher < it has 2 billion hitpoints. (lol)</p><p>(1331831881)[Thu Mar 15 17:18:01 2012] aPC 1924774 Gninjadev:Gninjadev/a says, "heh 2 billion hp"</p><p>also while the trash takes time to kill, the contested nameds in skyshrine seem to be alittle on the easy side even the level100's and 99's we came accross (while we were at 90).</p><p>i can quite easily imagine these nameds being solod before long in the cotested zone (if thats the plan, then fair enough, but just a comment)</p>
Darkholis
03-16-2012, 01:42 AM
<p><span >Did a group/raid today in Skyshrine.<p>1- ALL Osseous tagged mobs are unkilable with over 2.2 billion hp confirmed by Gninja</p><p>2- Nameds encounters are ten times easier than any trash mobs</p><p>3- I love challenge but kinda hard to move 6 inches without aggroing 10 mobs</p><p>4- Red con mobs should be checked, my group and I were critting more than 93% of the time on a 99 heroic as 90 players.</p><p>5-Same thing with Honvar, 12x 90 players took him down to 50% without much trouble and he's red to us.</p></span></p>
Darkholis
03-16-2012, 01:48 AM
<p>Forgot to say I looted a brawler weapon today from named in skyshrine....it procs 254k max hp!</p>
<p>I did the first solo zone in Skyshrine yesterday (Covenent District solo) and got a Research Time Reduction potion from a Treasured Chest as the final reward. No treasure drops from the previous 3 names in the zone. I did get some nice zone only one-use crystals from trash mobs, but they're not items. I'm guessing no loot from the zone is a temporary modification before going live?</p><p><strong>Semi-spoiler:</strong> </p><p>In the very final named encounter, the summoned/non-named mob does 4x-10x damage more than any of the names in that encounter. I'm not sure if that's intended, but that single mob is like fighting two of the names in that zone together; plus you're trying to fight the final names at the same time. It also has 1.5x the hp of the final boss name.</p>
<p><cite>Morghus@Butcherblock wrote:</cite></p><blockquote><p>I think the redness of the zones should be toned down, it's making me see green.</p></blockquote><p>Skyshrine was crazy orange until after I completed a solo zone; and then, it was normal looking, and actually pretty.</p><p>The solo zone (Covenant District) was mostly red with different shades of fire with some darker colors for outlines; and brown for boxes/wood. The red needs to be toned down unless the zone was in a volcano. Seriously, the entire sky didn't have to be red, and I get it that parts of the zone were on fire or burnt. If the stones were that hot from the fire, they should have been melting into magma.</p>
Kryvak
03-17-2012, 11:46 AM
<p>The adds on Ozek the Undying in contested Covenant's District have a huge amount of HP and don't despawn when Ozek is killed.</p>
Bezdami
03-18-2012, 11:30 AM
<p>Line of Sight Errors: in all the skyshrine instances, the debris that lays around the floor give LoS errors. I woudn't mind the larger ones doing it, as that would just require you to watch out for certain things, but even the smallest box will prevent you from doing things and this squishy mage prefers not to be so up close and personal!</p><p>comet: I love comet. At first I coudln't figure out what was hitting me and where it was coming from, but once you see it, it's obvious. Feedback on it. In the instances of the past, where the city is reddish, comet blends in and is harder to see. Perhaps make it brigher? ( I play with my graphics on very high, but particles turned down) When comet pops, you have very little time to get out of the way and his range is hella big. I would like to see it either give a bit more time before the explosion or have a smaller radius so easier to run out ( or some variation of the two; but don't make it too easy I like the dangerous part of it )</p><p>Fragment of Gravitational Potential, Singularity Sphere , Lucent Rock of Relative Mass etc. I currently have 5 of these in my bags, and find I never use them because making 5 (possibly more) spaces on my already crowded hotbars is hard. I wish there was a better way to use these? Right click option or something?</p>
Soresha
03-18-2012, 02:14 PM
<p>Travel to Skyshrine - looks like the mount isn't hooked up yet?</p> <p>Travelling back to Withered Lands - you don't get a ride at all, just appear on the pad. That was a bit disappointing, could you make a short flight where you appear high in the sky and fly down on the drakota to land on the pad?</p> <p>Cek'Arctor is doing something very weird where he seems to morph into another, larger NPC model then shrinks back. This happens periodically if you watch him. It's too quick to see what the other model is though.</p> <p><strong>Convenant District (past)</strong></p><p>It's awesome graphically, but maybe a little bit too red. Maybe tone it down just a little?</p> <p>When you zone in, or die and revive at that spot, you're too close to the portal. Or the portal is extending too far into the room. At a normal zoom distance, facing forwards from the point where you're placed, the portal is actually extending infront of you and covering your entire view. If you click anywhere you hit it and get zoned out again - I did this several times by mistake. Basically when you're placed there facing forward, you shouldn't see it, or be able to click it, because it's technically behind you.</p>
Detor
03-19-2012, 02:18 PM
<p><cite>Soresha wrote:</cite></p><blockquote> <p>Cek'Arctor is doing something very weird where he seems to morph into another, larger NPC model then shrinks back. This happens periodically if you watch him. It's too quick to see what the other model is though.</p> </blockquote><p>I think that's intentional. The larger model looks like one of those tentacle mobs Lyceum of Abhorrence has. I'm guessing you do a bunch of quests in there (that start in Alivan - just guessing here) and find out that Cek'Arctor is the bad guy at the end and he was just pretending to be a dracurion. </p><p>I saw somebody say they'd 'unlocked' the group dungeons, how do you do that? Is it an Alivan quest series, or is it more like the old days of Sebilis where the instance entrances are deeper into the dungeon itself past a bunch of heroics?</p>
ttobey
03-19-2012, 02:22 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>ing, could you make a short flight where you appear high in the sky and fly down on the drakota to land on the pad?</p> <p>Cek'Arctor is doing something very weird where he seems to morph into another, larger NPC model then shrinks back. This happens periodically if you watch him. It's too quick to see what the other model is though.</p> </blockquote><p>Is this NPC made up of bones or columns?</p>
CleeGrahamx2099
03-19-2012, 03:12 PM
<p>I wanted to also point out that not only the Osseous tagged mobs have that hp but the wurms in one of the instances actually has more hp than the Osseous tagged mobs. Don't remember which instance I went into last night nor the name of the mob but there are about 4 wurms in the last room surrounding the last named that has a chance to kick you back into those wurms : )</p>
bwest86
03-19-2012, 03:50 PM
<cite>CleeGrahamx2099 wrote:</cite><blockquote><p>I wanted to also point out that not only the Osseous tagged mobs have that hp but the wurms in one of the instances actually has more hp than the Osseous tagged mobs. Don't remember which instance I went into last night nor the name of the mob but there are about 4 wurms in the last room surrounding the last named that has a chance to kick you back into those wurms : )</p></blockquote> There are mobs in Covenant Sector HM, Lyceum EM and HM with this absurd HP. I ran ACT and found the majority of these mobs have 180-250 MILLION HP. This literally resulted in 5-10min fights depending on the group makeup PER TRASH MOB. In Lyceum there are about 20 of these mobs total in the zone which makes the zone nearly un-clearable. My group had to resort to having our bruiser tank FD flop to the final boss room, summon the group using summoning charms, then use wands on trash. After all of this we could finally the boss encounter. We continued to do this for each and every boss in the zone. Also note the quest inside Lyceum called "Breaking Bones" was bugged, the NPC would not give the item needed for the quest to anyone who was on that part of the questline. The final name in the Covenant Sector HM zone seems to be bugged as well. The strat is to kill his adds as they spawn at 90% 60% and 30% but these adds have massive HP like some of the trash in the zone. Upon killing these adds they also explode for about 200k damage on the group making the encounter near unkillable if you follow the proper strategy.
<p><cite>ttobey wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>ing, could you make a short flight where you appear high in the sky and fly down on the drakota to land on the pad?</p> <p>Cek'Arctor is doing something very weird where he seems to morph into another, larger NPC model then shrinks back. This happens periodically if you watch him. It's too quick to see what the other model is though.</p> </blockquote><p>Is this NPC made up of bones or columns?</p></blockquote><p>If it is the mission quest giver that Soresha is talking about, the dracurian is instantly morphing into a Kael giant and back every few seconds.</p>
Fyreflyte
03-19-2012, 06:58 PM
<p><cite>ttobey wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>ing, could you make a short flight where you appear high in the sky and fly down on the drakota to land on the pad?</p> <p>Cek'Arctor is doing something very weird where he seems to morph into another, larger NPC model then shrinks back. This happens periodically if you watch him. It's too quick to see what the other model is though.</p> </blockquote><p>Is this NPC made up of bones or columns?</p></blockquote><p>Not to worry, ttobey. The animation on Cek'Arctor is intended <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Soresha
03-19-2012, 10:43 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>ttobey wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>ing, could you make a short flight where you appear high in the sky and fly down on the drakota to land on the pad?</p> <p>Cek'Arctor is doing something very weird where he seems to morph into another, larger NPC model then shrinks back. This happens periodically if you watch him. It's too quick to see what the other model is though.</p> </blockquote><p>Is this NPC made up of bones or columns?</p></blockquote><p>Not to worry, ttobey. The animation on Cek'Arctor is intended <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p>Hmmm....! Well if it's deliberate, and we're supposed to see what he turns into, you might want to have him pause on the giant just for 1 second before switching back. Because its really quick and I couldn't see what he was turning into, until I read here it was a giant and then when I looked hard I could recognise it as such.</p>
Soresha
03-19-2012, 10:51 PM
<p>Just ran the 2nd solo mission with no problems. But I did notice I'm getting a ton of xp for it, like 20% of level 91 (that's with vitality, veteran and Test server bonuses).</p><p>Exact amounts of xp aside though, for the time it takes to run the zone the xp given seems disproportionately large compared to how much I got from the Withered Lands quests (and the time it took to do them).</p><p>Honestly my reaction at this point is: don't bother working to deliberately level her up to 92. Just run the missions over the next couple of days and she'll be there. It seems like the easy route to 92, too easy, so it's probably too high. (Either that or Withered Lands should give more overall.)</p>
Fyreflyte
03-20-2012, 07:18 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>Just ran the 2nd solo mission with no problems. But I did notice I'm getting a ton of xp for it, like 20% of level 91 (that's with vitality, veteran and Test server bonuses).</p><p>Exact amounts of xp aside though, for the time it takes to run the zone the xp given seems disproportionately large compared to how much I got from the Withered Lands quests (and the time it took to do them).</p></blockquote><p>Odd, it should only be giving about double what one of the regular solo quests gives. For now, I've set the exp mod down to give the same amount as a regular solo quest. Please let me know if the exp still seems too high. There could be another modifier affecting it that I've missed seeing.</p>
Soresha
03-20-2012, 07:54 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>Just ran the 2nd solo mission with no problems. But I did notice I'm getting a ton of xp for it, like 20% of level 91 (that's with vitality, veteran and Test server bonuses).</p><p>Exact amounts of xp aside though, for the time it takes to run the zone the xp given seems disproportionately large compared to how much I got from the Withered Lands quests (and the time it took to do them).</p></blockquote><p>Odd, it should only be giving about double what one of the regular solo quests gives. For now, I've set the exp mod down to give the same amount as a regular solo quest. Please let me know if the exp still seems too high. There could be another modifier affecting it that I've missed seeing.</p></blockquote><p>Ohh... I didn't mean just handing in the quest. I meant from the whole time spent running around the zone. The mobs inside aren't hard or slow to kill, yet mobs+quest = about 20% of the level.</p><p>I just tried the 3rd mission now. Died 9 or 10 times before giving up, so quest can't be handed in. Can't get past the encounter of 3 named. I've got vitality 200%, veteran 100%, server 50% bonuses. And I've gone from 23% => 36% of level 91, with 2% xp debt from the deaths.</p><p>Of course the 3rd mission probably can't be compared directly to the 2nd one! Oh well.</p><p>EDIT: This is perhaps better compared to the Withered Lands mobs which hardly give any xp per kill, yet honestly, seem to take much longer to take down.</p>
Soresha
03-20-2012, 08:07 PM
<p>3rd solo mission zone today, Dracur Prime.</p><p>Don't know if you took the red tinting off with the last patch, but it's not in this zone. But I can finally see what comet is. Which helps not getting killed by it!</p><p>Using the pally merc in here.There's curses getting applied from some mobs. Not sure what they are yet, but they're not getting cleared off my merc when it dies. When I call the merc back, it's now got 2x curses permanently applied to it.</p><p>There's an encounter of 4 droag near -294, 2, -21 which for some reason I totally struggled to dodge comet from them. Might just be the size of the group causing the proble. Ended up kiting them around the whole zone. Also it feels like I'm getting rooted at the same time as comet getting casted, because I just can't get my character to move.</p><p>The encounter of 3 named is totally impossible for my fury. Advise from others matched what I was attempting anyway, to kill the wizard first. But the advice was to one-shot him. Heh, no way my fury can do that, I can barely scratch him before he's dead. Can't kite them as they reset when you pull back. Pally merc didn't last very long at all. Felt like I was gettin rooted in comet again, but chat log isn't showing what was killing me. Basically the whole thing is over within seconds, I don't stand a chance. This needs some serious adjustment please!</p>
Skeez1e
03-21-2012, 01:08 AM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p>The daily missions from Cek'Arctor are solo/duoable (you may use a mercenary as well).</p></blockquote><p>I'm trying to duo them - but I can't get two of my toons in the same instance. Is there a trick I'm not aware of? I've tried deleting/re-getting the quest, tried more than one quest and even tried to CoV one in. No mercs up, just 2 toons. </p><p>When one zones in, it pulls the other - but the second lands in a separate instance. </p>
Miapa
03-21-2012, 05:29 AM
<p>comet's Fire of Fyrm is extremely annoying. With 0% in-combat runspeed it is close to impossible to escape. Looking at the ground during the entire fight for everysingle fight gets boring and makes theses zones more frustrating than anything.</p><p>The comet also gets EXTREMELY buggy when multiple encounters are involved. If two encounters try to cast it simultaneiously, no red aura. If an encounter dies, the red aura goes away but I'm still killed by it.</p><p>1. There should be a message to the player that a comet is incomming.</p><p>2. There should be enough time to get away from the comet if a player has 0% runspeed. The only way you can get away with this runspeed is if you are already moving when the aura appears.</p>
Anarok
03-21-2012, 06:18 AM
<p>I just tried to complete the mission "Collapsing the Capitol" and ran into two mayjor problems. The first is the large pack of mobs in the upper right hand corner of the map in the ally. No matter what I did the comet kept hitting me even if I tried to run out of the way. There does not seem to be enough time to be able to move. 2nd with the same pull if they disarm you it messed up my right mouse button so I couldn't move out of the way of the comet in time.</p><p>The next was with the 3 grouped named. I was able to kill the wizard but when it was down to just the main guy and the healer I could barly even do any dmg to either of them.</p>
Fyreflyte
03-21-2012, 04:24 PM
<p><cite>Skeez1e wrote:</cite></p><blockquote><p><cite>Fyreflyte wrote:</cite></p><blockquote><p>The daily missions from Cek'Arctor are solo/duoable (you may use a mercenary as well).</p></blockquote><p>I'm trying to duo them - but I can't get two of my toons in the same instance. Is there a trick I'm not aware of? I've tried deleting/re-getting the quest, tried more than one quest and even tried to CoV one in. No mercs up, just 2 toons. </p><p>When one zones in, it pulls the other - but the second lands in a separate instance. </p></blockquote><p>Is this issue still occurring? Is anyone else experiencing the same issue? It looks like the portal was fixed to allow in 2 players about a week ago, so in theory that change should be active on Test now.</p>
Chrol
03-21-2012, 04:38 PM
<p><cite>Xivian@Permafrost wrote:</cite></p><blockquote><p>comet's Fire of Fyrm is extremely annoying. With 0% in-combat runspeed it is close to impossible to escape. Looking at the ground during the entire fight for everysingle fight gets boring and makes theses zones more frustrating than anything.</p><p>The comet also gets EXTREMELY buggy when multiple encounters are involved. If two encounters try to cast it simultaneiously, no red aura. If an encounter dies, the red aura goes away but I'm still killed by it.</p><p>1. There should be a message to the player that a comet is incomming.</p><p>2. There should be enough time to get away from the comet if a player has 0% runspeed. The only way you can get away with this runspeed is if you are already moving when the aura appears.</p></blockquote><p>Warning messaging is in for this comet's impending doom. After it goes to test and you all notice there's still not enough time between the warning message and the moment of impact, please let us know.</p>
Ebofu
03-22-2012, 09:24 AM
<p>Any word on whether the Osseous tagged mobs are meant to have 200m HP, also wurms in final area of CD have 250m.</p><p>If its not intended, when will this be fixed, its gating a lot of heroic testing.</p><p>I haven't gone back in a couple days because I dont like spending 40minutes clearing trash in heroic zones, I raid on live to do that, so if this was already fixed, I apologise.</p><p>*A lot of named encounters which spawn adds are also bugged, the adds which are scripted to be killed have equal or more hp than name.</p>
Skeez1e
03-22-2012, 12:52 PM
<p>First impressions thus far (which I must admit isn't that far - about three solid hours worth): I love it. Probably the zone with the most potential to give that old dungeon crawl/grinding spot feeling of EQ1 - MPG. The only but would be the clutter - I think you could easily remove every second item and still have to pay attention (which I am assuming is why the junk is strewn).</p><p>Looking forward to doing more of it.</p>
Emtan
03-22-2012, 03:07 PM
<p>The "osseous" bone golem mobs should now have more reasonable health in Arcane and Market instances. Sorry about that.</p><p>Hopefully, the changes will make it in for the next available update.</p>
Lylah
03-22-2012, 05:54 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Skeez1e wrote:</cite></p><blockquote><p><cite>Fyreflyte wrote:</cite></p><blockquote><p>The daily missions from Cek'Arctor are solo/duoable (you may use a mercenary as well).</p></blockquote><p>I'm trying to duo them - but I can't get two of my toons in the same instance. Is there a trick I'm not aware of? I've tried deleting/re-getting the quest, tried more than one quest and even tried to CoV one in. No mercs up, just 2 toons. </p><p>When one zones in, it pulls the other - but the second lands in a separate instance. </p></blockquote><p>Is this issue still occurring? Is anyone else experiencing the same issue? It looks like the portal was fixed to allow in 2 players about a week ago, so in theory that change should be active on Test now.</p></blockquote><p>This still happened last night. We still ended up in two separate instances. </p>
Soresha
03-22-2012, 06:01 PM
<p>Convenant District (solo) today, after some patches</p><p>1. Red warning message for comet seems to work. I've been pulling back fast when you see the message, and doing ok.</p><p>2. Fighting Mirrakar today, he spawns 2x adds. These are called "A blood of Yolth" but are 98^^^ Epic x2 mobs! Surely that's not right? They're also showing the star for AA xp, but I did this zone once already and got all the one-off AA xp from the mobs. So I can't have gotten these last time. After I died, and went back, they were still there.</p><p>3. Last time I used a pally merc in this zone and had no trouble. This time I'm trying without and my fury is taking a beating. The damage is too much when the hunk of spiritial energy adds spawn, and I died again. (Didn't see the epic mobs again this time.)</p><p>My fury is level 91, 315 AAs. Wearing all the gear from Withered Lands. I don't think it should be forced on you to use a merc to complete this zone. If you want it easier, then sure. But not as a requirement to have a tank merc to complete a solo zone. Partly the cost of using it, partly because some people will have a different archetype of merc and the cost/hassle of switching every day would be horrendous. And partly just for the satisfaction of completing it solo.</p><p>Anyway went back with the pally merc and again, easy and straight forward fight.</p>
Emtan
03-22-2012, 07:26 PM
<p>I have looked into the junction problems and made some fixes. Hopefully with this fix, the solo zones and raid zones will start zoning people in properly.</p>
Fyreflyte
03-22-2012, 08:15 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>Convenant District (solo) today, after some patches</p><p>My fury is level 91, 315 AAs. Wearing all the gear from Withered Lands. I don't think it should be forced on you to use a merc to complete this zone. If you want it easier, then sure. But not as a requirement to have a tank merc to complete a solo zone. Partly the cost of using it, partly because some people will have a different archetype of merc and the cost/hassle of switching every day would be horrendous. And partly just for the satisfaction of completing it solo.</p></blockquote><p>Keep in mind this whole area is part of the group content, and has been generously expanded down to allow access to solo players. The instances are "soloable" in that you may complete them by yourself if you bring a merc. They may also be duoed with another player. Tuning them to be soloable by a quest geared player with no merc would trivialize them for dungeon geared players, duoers, and players using mercs.</p>
Soresha
03-22-2012, 08:36 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>Convenant District (solo) today, after some patches</p><p>My fury is level 91, 315 AAs. Wearing all the gear from Withered Lands. I don't think it should be forced on you to use a merc to complete this zone. If you want it easier, then sure. But not as a requirement to have a tank merc to complete a solo zone. Partly the cost of using it, partly because some people will have a different archetype of merc and the cost/hassle of switching every day would be horrendous. And partly just for the satisfaction of completing it solo.</p></blockquote><p>Keep in mind this whole area is part of the group content, and has been generously expanded down to allow access to solo players. The instances are "soloable" in that you may complete them by yourself if you bring a merc. They may also be duoed with another player. Tuning them to be soloable by a quest geared player with no merc would trivialize them for dungeon geared players, duoers, and players using mercs.</p></blockquote><p>Ok. I think this needs better explaining in the game then. Either on the NPC or the quest category/description?</p><p>Because it's labelled a "solo mission" I assumed it was like the Iceshard Keep missions where you <strong>can't</strong> get a second person in with you, you're supposed to solo it. Nowhere did I pick up on the fact they could be duoed or grouped. Doh.</p><p>The first mission is actually quite comfortable with a merc. Only the last mission I got stuck and couldn't get past the encounter of 3 named mobs with this fury + the pally merc.</p><p>So thanks for explaining it! And given your explanation, the balancing on it seems fine.</p>
Morghus
03-22-2012, 09:09 PM
<p>So, I didn't check if this was addressed already or not, but is what we are currently seeing all that there is to the zone? I've fought through much of it, and it honestly does not seem all that large for a city. Are there additional adventuring and/or hub sections that are not opened yet?</p><p>Is there a proper city section like there was in EQ1 for us to get additional quests and faction merchants to use the claws of veeshan faction we are getting?</p>
Fyreflyte
03-22-2012, 09:13 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>Ok. I think this needs better explaining in the game then. Either on the NPC or the quest category/description?</p><p>Because it's labelled a "solo mission" I assumed it was like the Iceshard Keep missions where you <strong>can't</strong> get a second person in with you, you're supposed to solo it. Nowhere did I pick up on the fact they could be duoed or grouped. Doh.</p></blockquote><p>Ah, that is an excellent point. I'll take a look and see about adding some additional information to make that more clear in game. Thanks for the feedback =)</p>
Soresha
03-22-2012, 10:24 PM
<p><span >Convenant District (solo) again:</span></p><p>When the Berserking Defender switches from non-aggro fighting NPCs to aggroable (after killing them) he disappears for a second and then respawns. This is quite noticeable. I've run the zone a few times now and seen this behaviour from him every time. It doesn't happen on the other mobs.</p>
Soresha
03-23-2012, 04:15 PM
<p>This is happening regularly in the "solo" mission zones:</p><p>I see an encounter of mobs, they show aggroable (red outline on names) but are in combat with the opposition NPC/s.</p><p>I cast something to pull them. They take the damage, their hp bars go down but they stay in their own combat, and don't aggro onto me.</p><p>I try to hit them a second time and I get the error message "Not an enemy".</p><p>They switch to showing non-aggroable (names lose the red outlines). Sometimes this happens right after I first hit them, sometimes there's a delay.</p><p>So I then have to wait a few seconds for them to finish their fight, kill the opposition NPC/s and come for me.</p><p>I've tried this on a number of combinations of mobs, and with different spells. Seems to be generally across all the mobs in all the mission zone. I guess the bug is in the start, they shouldn't show as aggroable when in combat with the opposite NPC/s, and it shouldn't let me hit them.</p>
Soresha
03-23-2012, 11:04 PM
<p>Ok I'll probably get flamed for saying this... but I just hit 92 on Test after a week of play-testing, I still think there's an issue with the trash mobs in the soloable missions giving comparatively too much xp.</p><p>I took my level 90 copied fury around the first one, solo, no merc. AA slider down to zero, she went up 30% of level 90. She didn't managed to kill the last boss so I left it, not actually completing the quest.</p><p>30% of a level from once around a small zone of trash just does not compare to what you get for the Withered Lands trash whilst out doing the quests. It seems crazy! They just aren't on the same scale. I realise the mission zones are intended for duos or using a merc, but you don't need a merc or raid gear to burn through the trash in there. Maybe part of this is also because they have fairly low hp and die faster, so it doesn't take that long to run the zone.</p><p>I've been through the entire adventuring quest content of Withered Lands (that isn't gated with bugs) and it was just about enough to get from 90 to 91. The mobs are slower to solo - not necessarily harder, but slower. And you've got all the time flying back and forth for the quests as well.</p><p>Alternatively, if the rate of xp gain in the solo missions is what you want, then I'd suggest bumping how much the Withered Lands trash mobs give you. Because currently if people just want to level up, especially if they already have raid gear better than the quested pieces you get, I can see many of them not bothering with the zone.</p>
Skeez1e
03-24-2012, 02:55 PM
<p><cite>Emtan wrote:</cite></p><blockquote><p>I have looked into the junction problems and made some fixes. Hopefully with this fix, the solo zones and raid zones will start zoning people in properly.</p></blockquote><p>Solo instances now zone in 2 players.</p>
bwest86
03-24-2012, 06:23 PM
Ran Covenant District today as well as Lyceum and noticed a few bugs. Covenant District - Captain Vararan's adds still have way too much hp which causes you to ignore the normal strat for the encounter and burn the name. By doing so the fight becomes excessively healing intensive by the last 30% of the encounter. Lyceum - A Direclaw Dominator, these mobs are bugged and still have over 200 Million HP and need to be adjusted. - Ovilas Ironwing, This boss encounter is simply absurd. All of his attacks seem to be AEs which hit for 200k-2mil damage to everyone in the group. We tried to ae block, joust, and LOS these attacks but nothing worked.
Emtan
03-26-2012, 03:45 PM
<p>Direclaws' health level have been lowered to a reasonable level for future update.</p>
Kuroitsuki
03-26-2012, 03:57 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>Ok. I think this needs better explaining in the game then. Either on the NPC or the quest category/description?</p><p>Because it's labelled a "solo mission" I assumed it was like the Iceshard Keep missions where you <strong>can't</strong> get a second person in with you, you're supposed to solo it. Nowhere did I pick up on the fact they could be duoed or grouped. Doh.</p></blockquote><p>Ah, that is an excellent point. I'll take a look and see about adding some additional information to make that more clear in game. Thanks for the feedback =)</p></blockquote><p>So,</p><p>Is the mission going to allow "Duo" or will at allow "Muo" (Duo players + at least 1 merc)</p><p>I quite like running Warlock + Trub with a healer merc?</p>
Fyreflyte
03-26-2012, 08:20 PM
<p><cite>Lexicon@Splitpaw wrote:</cite></p><blockquote><p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>Ok. I think this needs better explaining in the game then. Either on the NPC or the quest category/description?</p><p>Because it's labelled a "solo mission" I assumed it was like the Iceshard Keep missions where you <strong>can't</strong> get a second person in with you, you're supposed to solo it. Nowhere did I pick up on the fact they could be duoed or grouped. Doh.</p></blockquote><p>Ah, that is an excellent point. I'll take a look and see about adding some additional information to make that more clear in game. Thanks for the feedback =)</p></blockquote><p>So,</p><p>Is the mission going to allow "Duo" or will at allow "Muo" (Duo players + at least 1 merc)</p><p>I quite like running Warlock + Trub with a healer merc?</p></blockquote><p>It's currently set to Duo, which means you and a buddy, or you and a merc. Not you and a buddy and a merc (and a merc) <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Solo balance gets skewed if we balance against 2 players and a merc.</p>
Whilhelmina
03-27-2012, 05:11 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>This is happening regularly in the "solo" mission zones:</p><p>I see an encounter of mobs, they show aggroable (red outline on names) but are in combat with the opposition NPC/s.</p><p>I cast something to pull them. They take the damage, their hp bars go down but they stay in their own combat, and don't aggro onto me.</p><p>I try to hit them a second time and I get the error message "Not an enemy".</p><p>They switch to showing non-aggroable (names lose the red outlines). Sometimes this happens right after I first hit them, sometimes there's a delay.</p><p>So I then have to wait a few seconds for them to finish their fight, kill the opposition NPC/s and come for me.</p><p>I've tried this on a number of combinations of mobs, and with different spells. Seems to be generally across all the mobs in all the mission zone. I guess the bug is in the start, they shouldn't show as aggroable when in combat with the opposite NPC/s, and it shouldn't let me hit them.</p></blockquote><p>Yep, it happened to me too several times. I ended up waiting for the fight to be truly finished to start, but they shouldn't have the red outline to start with imo.</p><p>I agree with Soresja on the "too high xp gain". It's nice to be able to farm xp pretty fast but I'm not sure it's intended.</p><p>On the 3rd instance (Drakur prime), my 91 conjuror + SK merc cannot kill the group of 3 named. I can one-shot one of the mobs (wizard or priest) but then I'm stuck with wizard giving a buff to general which ends up in me recieving too much damage to kill him or priest over healing the general and then I cannot DPS fast enough to kill said general before dying (and priest is not really taking damage). I'm still low on the AA side, but I'm a high dps class. I can't imagine a low-dps class being able to kill this group as it is know even with a merc.</p>
Soresha
03-28-2012, 05:55 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>On the 3rd instance (Drakur prime), my 91 conjuror + SK merc cannot kill the group of 3 named. I can one-shot one of the mobs (wizard or priest) but then I'm stuck with wizard giving a buff to general which ends up in me recieving too much damage to kill him or priest over healing the general and then I cannot DPS fast enough to kill said general before dying (and priest is not really taking damage). I'm still low on the AA side, but I'm a high dps class. I can't imagine a low-dps class being able to kill this group as it is know even with a merc.</p></blockquote><p>Yep, I need to second this. My fury + pally merc doesn't even come close to being able to do this encounter of 3 named. I certainly cannot one-shot anything! I've tried it with both my fury in quested Withered Lands gear on Test, and my raid-geared fury on TestCopy, and the outcome is the same - death within seconds. So it's not lack of gear.</p><p>Now I know the zone is 2 players or 1 player + merc, this fight really needs toning down. Or certain classes will never be able to do this mission (whether with another player or a merc I suspect). Please, take another look at it?</p><p>There is a new NPC patrolling the central Skyshrine arrival area: Probationary Overknight Krezix. He's labelled a guard, and has the mouse pointer icon for asking a guard for directions. But it doesn't work if you click him. You can't hail him either.</p>
Skeez1e
03-28-2012, 06:22 PM
<p><cite>Whilhelmina@Storms wrote:</cite></p><blockquote><p>On the 3rd instance (Drakur prime), my 91 conjuror + SK merc cannot kill the group of 3 named. I can one-shot one of the mobs (wizard or priest) but then I'm stuck with wizard giving a buff to general which ends up in me recieving too much damage to kill him or priest over healing the general and then I cannot DPS fast enough to kill said general before dying (and priest is not really taking damage). I'm still low on the AA side, but I'm a high dps class. I can't imagine a low-dps class being able to kill this group as it is know even with a merc.</p></blockquote><p>This encounter is one of the kill in order/how you kill events. Feel free to shoot me a tell in-game - I don't like to post spoilers.</p>
Skeez1e
03-29-2012, 12:27 AM
<p>I finally realized what it was I was seeing! Quite often, in the solo zones, there will be large, transparent red or green areas - when you get close to/change angle it they disappear - it's like the dungeon maker has - like someone is setting an effect for an area that adds agro range, lowers it, etc. That's what I'm seeing fairly often - at least a couple times per instance.</p>
Fyreflyte
03-30-2012, 03:15 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>NPC patrolling the central Skyshrine arrival area: Probationary Overknight Krezix. He's labelled a guard, and has the mouse pointer icon for asking a guard for directions. But it doesn't work if you click him. You can't hail him either.</p></blockquote><p>Oops, conflicting designations on him <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> He's only supposed to be an actor. Thanks for pointing this out.</p>
Fyreflyte
03-30-2012, 03:16 PM
<p><cite>Skeez1e wrote:</cite></p><blockquote><p>I finally realized what it was I was seeing! Quite often, in the solo zones, there will be large, transparent red or green areas - when you get close to/change angle it they disappear - it's like the dungeon maker has - like someone is setting an effect for an area that adds agro range, lowers it, etc. That's what I'm seeing fairly often - at least a couple times per instance.</p></blockquote><p>Can you give us any specific locations? Screenshots of what you're seeing would also be very helpful.</p>
Skeez1e
03-30-2012, 04:34 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Skeez1e wrote:</cite></p><blockquote><p>I finally realized what it was I was seeing! Quite often, in the solo zones, there will be large, transparent red or green areas - when you get close to/change angle it they disappear - it's like the dungeon maker has - like someone is setting an effect for an area that adds agro range, lowers it, etc. That's what I'm seeing fairly often - at least a couple times per instance.</p></blockquote><p>Can you give us any specific locations? Screenshots of what you're seeing would also be very helpful.</p></blockquote><p>Yea, I can get some screen shots - it's happening every instance. I was going to edit my post though - because I've now narrowed it down that it's actually a shadow of some sort from the dead mobs - you get a greyed out loot box when you mouse over it and the color disappears when you loot the mob. It's really noticable on the large, solo mobs. I haven't figured out yet whether there is any rhyme or reason to why one is red and another is green. I also need to check on using a second computer - I've been soloing them with my casters and their mercs (go go Ranger Rick!) rather than boxing and I tend to use one specific computer for that. </p><p>But, not now - the sun is shining and it's spring - I'm heading out to the garden!</p>
yohann koldheart
03-30-2012, 08:54 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Skeez1e wrote:</cite></p><blockquote><p>I finally realized what it was I was seeing! Quite often, in the solo zones, there will be large, transparent red or green areas - when you get close to/change angle it they disappear - it's like the dungeon maker has - like someone is setting an effect for an area that adds agro range, lowers it, etc. That's what I'm seeing fairly often - at least a couple times per instance.</p></blockquote><p>Can you give us any specific locations? Screenshots of what you're seeing would also be very helpful.</p></blockquote><p>here is one in skyshrine 3 solo, this ones blue but ive seen red ones too.</p><p>loc is -347.35,0.00,-23.31 orientation is 209.43,0.00,0.00 if i pan my camera around it poofs . it seems they are there only if you have your camera panned a certain way.</p><p><a href="http://s745.photobucket.com/albums/xx98/filthi/?action=view¤t=eq2bugs1.png" target="_blank"><img src="http://i745.photobucket.com/albums/xx98/filthi/eq2bugs1.png" border="0" /></a></p><p>and mine isnt a mob corpse, no greyed out loot box when i mouse over it.</p>
Skeez1e
03-30-2012, 09:03 PM
<p>This is from the Lyceum - first 2 are the same mob shadow. In the Lyceum it is happening on every one of the Osseous golems. Soon as you loot, or the body poofs so does the colored area.</p><p><img src="http://www3.telus.net/public/strident/lyceum.jpg" /></p>
Hordolin Awanagin
03-30-2012, 10:33 PM
<p>Small missing texture area:</p><p><img src="https://lh4.googleusercontent.com/-xzM8ycqG3Is/T3Zex6Oe4sI/AAAAAAAAAVw/fX3NG_UhM9o/s701/EQ2_000002.png" width="701" height="372" /></p><p>Small piece of missing texture. loc -1.183, -184, -999 in WL</p>
FarinIX
03-31-2012, 02:43 AM
<p>Couple of things:</p><p>1. Could we remove the faction gating on the mender in skyshrine? They have no problem sending us into the 3 solo instances without rep, least they could do is repair our gear.</p><p>2. That said, the 3 solo/duo quests should reward faction.</p><p>3. The Apprentice in the 3rd instance doesn't give you ability to collect another "Apprentice Teleportation Shard" or whatever it's called if you already have one attuned to you. He goes through his fake fight, but doesn't give you option of defending him. Per today's patch notes, I should be able to get another one to pass on to my alt or to the broker.</p><p>4. Resetter Rex has a star on him like he awards AA.. but he won't fight me <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>
yohann koldheart
03-31-2012, 10:20 AM
<p><cite>FarinIX wrote:</cite></p><blockquote><p>I should be able to get another one to pass on to my alt or to the broker.</p></blockquote><p>take your alt in and get him one, the zone is easy.</p><p>and if he's not high enough you shouldnt be able to go get one for him. there is a reason they made the requirement 90/90, not so you could get around it and heirloom it to a alt lol</p><p>and the broker .. that part dont even justify a reply.</p>
Whilhelmina
03-31-2012, 12:09 PM
<p><cite>yohann koldheart wrote:</cite></p><blockquote><p><cite>FarinIX wrote:</cite></p><blockquote><p>I should be able to get another one to pass on to my alt or to the broker.</p></blockquote><p>take your alt in and get him one, the zone is easy.</p><p>and if he's not high enough you shouldnt be able to go get one for him. there is a reason they made the requirement 90/90, not so you could get around it and heirloom it to a alt lol</p><p>and the broker .. that part dont even justify a reply.</p></blockquote><p>The patch notes said you could trade them now...</p>
FarinIX
03-31-2012, 04:14 PM
<p><cite>yohann koldheart wrote:</cite></p><blockquote><p><cite>FarinIX wrote:</cite></p><blockquote><p>I should be able to get another one to pass on to my alt or to the broker.</p></blockquote><p>take your alt in and get him one, the zone is easy.</p><p>and if he's not high enough you shouldnt be able to go get one for him. there is a reason they made the requirement 90/90, not so you could get around it and heirloom it to a alt lol</p><p>and the broker .. that part dont even justify a reply.</p></blockquote><p>Wow, trolling on a bugs/feedback thread. big man! Anyway, the <strong><span style="color: #ff0000;">patch notes (!!!)</span></strong> said that they were now tradable and I was just pointing out what I saw while spending my time testing this new exciting game update. Next time read the patch notes, and go troll somewhere else. Thank you, have a nice day. </p>
Kaitheel
04-02-2012, 02:32 PM
<p><cite>FarinIX wrote:</cite></p><blockquote><p>Couple of things:</p><p>1. Could we remove the faction gating on the mender in skyshrine? They have no problem sending us into the 3 solo instances without rep, least they could do is repair our gear.</p><p>2. That said, the 3 solo/duo quests should reward faction.</p><p>3. The Apprentice in the 3rd instance doesn't give you ability to collect another "Apprentice Teleportation Shard" or whatever it's called if you already have one attuned to you. He goes through his fake fight, but doesn't give you option of defending him. Per today's patch notes, I should be able to get another one to pass on to my alt or to the broker.</p><p>4. Resetter Rex has a star on him like he awards AA.. but he won't fight me <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p></blockquote><p>I can answer two of your concerns:</p><p>1. Look closer. It is not a true member of Skyshrine that is sending you in on your daily missions.</p><p>2. That is why you are not being awarded faction from them.</p><p>~Kaitheel</p>
Soresha
04-03-2012, 07:47 PM
<p><span> </span></p><p style="margin: 0in 0in 0pt;">From the patch notes:</p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">POPULATION / ZONE PROGRESSION</span></span></p> <p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The Awakened mobs that are seen fighting the defending Skysrhine dracurions will now start as actors and then transition to "standard" mobs when players enter their AOI range. Affected zones:</span></span></p> <ul><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Lyceum of the Recondite [Challenge]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Lyceum of the Recondite</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Lyceum of the Recondite [Solo]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Dracur Prime [Challenge]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Dracur Prime </span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Dracur Prime [Solo]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Covenant District [Challenge]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Covenant District</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Covenant District [Solo]</span></span></div> </li></ul><p>DO NOT LIKE. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p><p>So ok, I know I reported the NPCs were buggy before. And you get marks for effort, for trying to do something else with them. But sorry, this is much worse to play through like this.</p><p>All you can see for these encounters now are a load white NPCs. This tells players nothing. You can't tell what's going to aggro and what isn't. You can't tell how many and which mobs you have to fight, vs. how many are the "good guys" who will drop dead. Every encounter like this in the solo mission zones, you're now effectively going into it blind.</p><p>Also you can't pull safely from a distance, you just to get some damage in first if you're a ranged class. You have to walk right on top of them to turn them into NPCs that you can engage. Plus this can force more than one encounter to turn on you if within range, giving more mobs to fight than you'd choose to pull at once.</p><p>And imagine what's going to happen to a player entering the zones for the first time. First NPCs they see in the zone are white. Players are conditioned to think white NPCs are non-combat, so they'll run straight through them, possibly even through a couple groups, before... Bam! Aggro! What the ...?? No, that won't be a fun learning experience for people, and it's not very fair to them.</p><p>Don't believe me? I'm tired tonight and did exactly this on auto-pilot, despite having run the zones a dozen times AND previously reading the patch notes about this change. Because it's a basic rule of the game. No red outlines = will not attack you.</p><p>So if it has to be a choice between the two, I would suggest the previous "slightly buggy and delayed, but you can see what you're going to fight" method is preferable!</p><p>Sorry to be so negative. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Tallahasee
04-04-2012, 09:57 AM
<p>From the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=516899" target="_blank">patch</a> notes:</p><p><span ><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">TRADESKILLS</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The tradeskill level requirement for obtaining the Skyshrine tradeskill apprentice has been removed. (The previous requirement for starting the event was tradeskill level 90.)</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The Skyshrine tradeskill apprentice acquisition reward <strong>can now be obtained more than once</strong>.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;"></span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif; font-size: small;"> </span></p><p style="margin: 0in 0in 0pt;">Can anyone confirm that the bolded portion actually made the latest patch to Test/Test_Copy. Ran this instance this morning on a toon that had previously received the reward and the npc wouldn't speak to me.</p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;">Cheers.</p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-size: x-small; color: #00ffff;">Merimas Cotton</span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: x-small; color: #00ffff;">91 Mystic of Tes</span><span style="font-size: x-small; color: #00ffff;">t</span></p></span></p>
Soresha
04-04-2012, 06:14 PM
<p><cite>Tallahasee wrote:</cite></p><blockquote><p>From the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=516899" target="_blank">patch</a> notes:</p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">TRADESKILLS</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The tradeskill level requirement for obtaining the Skyshrine tradeskill apprentice has been removed. (The previous requirement for starting the event was tradeskill level 90.)</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The Skyshrine tradeskill apprentice acquisition reward <strong>can now be obtained more than once</strong>.</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"></span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: small; font-family: arial,helvetica,sans-serif;"> </span></p><p style="margin: 0in 0in 0pt;">Can anyone confirm that the bolded portion actually made the latest patch to Test/Test_Copy. Ran this instance this morning on a toon that had previously received the reward and the npc wouldn't speak to me.</p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;">Cheers.</p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-size: x-small; color: #00ffff;">Merimas Cotton</span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: x-small; color: #00ffff;">91 Mystic of Tes</span><span style="font-size: x-small; color: #00ffff;">t</span></p></blockquote><p>I can confirm it's not working. Soresja already has an apprentice and did the this before it was changed to a tradable summoning item. Went back tonight and when I hail him, I get a message in the chat window from him "If could can still stand, you shouldn't do so here." But no dialogue comes up.</p><p>I do like the change to comet though, the yellow circle should show up better in the red zones I'm guessing (haven't seen it there yet).</p>
Soresha
04-04-2012, 07:23 PM
<p>That encounter of three mobs in Dracur Prime... finally did it on my quest-geared 93/320 fury, without a merc. It is possible, but jeez it's stressful!</p><p>What seems particularly evil, is that the comet circle moves forwards as the mage does. It's not just "get out the circle" like on the regular trash, this time you have to constantly keep backing up out of it. Fortunately the encounter didn't reset - was the leash range changed?</p><p>Obviously this isn't the only strat, maybe not even the best one, but everyone says to get the mage first. So what I did was:</p><p>Put porcupine up.Pulled with thunderbolt on the mage.Wrath of Nature whilst backing up - because I can cast this and move.Used a Fragment of Gravitational Potential on the mage.</p><p>Then it gets hazy. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Frantically trying to dps the mage down. Then onto the other two, focused on the priest but have AE/encounter dps so was hitting them both. Was taking serious damage after Porcupine wore off, needed to heal a lot.</p><p>I don't think you'll do it sub-92 in quested gear. Don't know about other healer classes but it was tough. I guess would be easier if I used a merc though.</p>
<p>The 3-mob encounter in Dracur Prime solo was very strange for me as well (a decently raid geared Warden).</p><p>The order of the mobs is not immediately obvious (I figured the priest should die first, but it seems the sorc needs to die first). But then when its just the general and the priest they BOTH heal VERY strongly which will make low-dps classes trying to solo it almost impossible to keep up with the priest's heals. Even doing no AE damage on the general (singular focus, no AEs) the priest would still heal for like 20%+ at times making it a very long slog trying to get him down. Oddly enough AEing the general didn't seem to matter, as when I went back AE-mode and got it down the general was in the red by when the priest died.</p><p>Another <strong>major</strong> issue that I see however is that the "The air begins to crisp and crackle" message does NOT show up in your chat window. On that fight there is a huge amount of red text spam because of the positional buff and the Arch-Priest message and that can cause the comet initiation message to lag 5+ seconds behind on screen. That pretty much defeats the purpose of having the warning for the comet since you can't see it and have to rely on the visual indicator on the ground. That did not more for me so it was easy to avoid, so if it is moving for some people it may be an intermittant bug.</p>
Chrol
04-05-2012, 05:33 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p><cite>Tallahasee wrote:</cite></p><blockquote><p>From the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=516899" target="_blank">patch</a> notes:</p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">TRADESKILLS</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The tradeskill level requirement for obtaining the Skyshrine tradeskill apprentice has been removed. (The previous requirement for starting the event was tradeskill level 90.)</span></span></p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The Skyshrine tradeskill apprentice acquisition reward <strong>can now be obtained more than once</strong>.</span></span></p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-size: small; font-family: arial,helvetica,sans-serif;"> </span></p><p style="margin: 0in 0in 0pt;">Can anyone confirm that the bolded portion actually made the latest patch to Test/Test_Copy. Ran this instance this morning on a toon that had previously received the reward and the npc wouldn't speak to me.</p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;">Cheers.</p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-size: x-small; color: #00ffff;">Merimas Cotton</span></p><p style="margin: 0in 0in 0pt;"><span style="font-size: x-small; color: #00ffff;">91 Mystic of Tes</span><span style="font-size: x-small; color: #00ffff;">t</span></p></blockquote><p>I can confirm it's not working. Soresja already has an apprentice and did the this before it was changed to a tradable summoning item. Went back tonight and when I hail him, I get a message in the chat window from him "If could can still stand, you shouldn't do so here." But no dialogue comes up.</p><p>I do like the change to comet though, the yellow circle should show up better in the red zones I'm guessing (haven't seen it there yet).</p></blockquote><p>Regarding the Skyshrine TS Apprentice event, if anyone on Test completed it prior to the fix quoted above, you won't be able to repeat it. If you can't, send me a PM with your character's name and I'll do my best to meet you on server to fix this as quickly as possible.</p><p>This only applies to those that completed the event prior to it becoming repeatable. Those that haven't done it yet will find they can do it over and over...</p><p>...and over...</p><p>...and over...</p><p>....and...you get the picture.</p><p>-Chrol</p>
Whilhelmina
04-05-2012, 06:24 PM
<p>Ah thanks for the update. Well, my mystic on second account reached 90 and will be able to gather more apprentices for me so no problems here, and my brigand is 90 too (and was able to get it with a couple death and a friendly mercenary), so 1 extra 90 on each acount, no need to bother you for Leucosia.</p><p>I ran the 3 mobs as a duo yesterday with Kuulei (92 conj with 277 AA and 90 warden) and it went pretty fast. Having a real player sure changes the whole fight, so I could focus on DPS while Kuu was healing me. The mage died in seconds and I then focused on the priest. When we killed the priest, the general was at 15% of life or so. I could see the heavy healing, not sure if it's % based or every couple seconds, but I think it really overheals (seems like a 30% heal every 10% or something like that, not sure) and it should be toned down a tad.</p><p>Agree with Sor on the part of names being white, it's really confusing that way.</p>
Kinya
04-05-2012, 06:28 PM
<p><cite>Chrol wrote:</cite></p><blockquote><p>Regarding the Skyshrine TS Apprentice event, if anyone on Test completed it prior to the fix quoted above, you won't be able to repeat it. If you can't, send me a PM with your character's name and I'll do my best to meet you on server to fix this as quickly as possible.</p><p>This only applies to those that completed the event prior to it becoming repeatable. Those that haven't done it yet will find they can do it over and over...</p><p>...and over...</p><p>...and over...</p><p>....and...you get the picture.</p><p>-Chrol</p></blockquote><p>Seriously??!! Easy mode again? Those Tradeskill Apprentices supposed to be hard to get, people should work hard to get them, and you decided to go with "easy mode" and just hand it over to all??</p><p>So instead of reapeting that event over and over again, simply give it to all players in a day when GU goes live... /shrug</p>
Soresha
04-09-2012, 05:23 PM
<p>Comet ... a couple more things!</p><p>1. I entered Dracur Prime solo zone, head straight for the TS apprentice guy. Aggro a mob and had an encounter of mobs chasing me, so turned to fight it. Get killed by comet <em><strong>at the same time </strong></em>as the circle on the ground and the red text on the screen come up! I'm not kidding, the revive box appeared at the same time as the red onscreen text. It wasn't advanced warning at all. This had me screaming "not fair!!!" for a few seconds. Normally comet behaves fine, and it did for the rest of the zone. I don't know why this happened on the first mobs.</p><p>2. Please can you make mercs immune to comet? I've been telling him to back off when the warning comes up but he doesn't always make it out of the way. Plus I can only make him run in a straight line towards me, and that's not always the most sensible way to run. Mercs just aren't very intelligent at dodging circles on the ground. And I don't like seeing my money getting blown up!</p><p>I was running the scalable zones over the double xp weekend with a friend and a merc, and we noticed how some of the mechanics on several fights had been changed to make them merc-friendly. E.g. in Befallen: Necrotic Asylum, mercs don't get that curse which requires you to jump in and out of the pool every minute. Maybe this applies here too? These zones are supposed to be duo/solo+merc so ought to be merc-friendly too, right?</p><p>3. Those reward crates - are they giving the same random selection of reward regardless of which zone you did? It seems this way. But Dracur Prime is definitely harder than the other two, and doesn't seem worth the extra effort to pick this zone if the reward is the same?</p><p>EDIT:</p><p>4. Almsgiven Claws of Draconic Bloodshed - they're bruiser/monk only. Should be beastlord as well, right?</p>
<p><cite>Soresha wrote:</cite></p><blockquote><p><span> </span></p><p style="margin: 0in 0in 0pt;">From the patch notes:</p><p style="margin: 0in 0in 0pt;"> </p><p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">POPULATION / ZONE PROGRESSION</span></span></p> <p style="margin: 0in 0in 0pt;"><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">The Awakened mobs that are seen fighting the defending Skysrhine dracurions will now start as actors and then transition to "standard" mobs when players enter their AOI range. Affected zones:</span></span></p> <ul><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Lyceum of the Recondite [Challenge]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Lyceum of the Recondite</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Lyceum of the Recondite [Solo]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Dracur Prime [Challenge]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Dracur Prime </span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Dracur Prime [Solo]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Covenant District [Challenge]</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Covenant District</span></span></div> </li><li> <div><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">Covenant District [Solo]</span></span></div> </li></ul><p>DO NOT LIKE. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p><p>So ok, I know I reported the NPCs were buggy before. And you get marks for effort, for trying to do something else with them. But sorry, this is much worse to play through like this.</p><p>All you can see for these encounters now are a load white NPCs. This tells players nothing. You can't tell what's going to aggro and what isn't. You can't tell how many and which mobs you have to fight, vs. how many are the "good guys" who will drop dead. Every encounter like this in the solo mission zones, you're now effectively going into it blind.</p><p>Also you can't pull safely from a distance, you just to get some damage in first if you're a ranged class. You have to walk right on top of them to turn them into NPCs that you can engage. Plus this can force more than one encounter to turn on you if within range, giving more mobs to fight than you'd choose to pull at once.</p><p>And imagine what's going to happen to a player entering the zones for the first time. First NPCs they see in the zone are white. Players are conditioned to think white NPCs are non-combat, so they'll run straight through them, possibly even through a couple groups, before... Bam! Aggro! What the ...?? No, that won't be a fun learning experience for people, and it's not very fair to them.</p><p>Don't believe me? I'm tired tonight and did exactly this on auto-pilot, despite having run the zones a dozen times AND previously reading the patch notes about this change. Because it's a basic rule of the game. No red outlines = will not attack you.</p><p>So if it has to be a choice between the two, I would suggest the previous "slightly buggy and delayed, but you can see what you're going to fight" method is preferable!</p><p>Sorry to be so negative. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p>Totally agree. ^^^</p>
Soresha
04-11-2012, 08:50 PM
<p>On Test (not Copy, this is not by using this reset bot)... I can get into all three solo mission zones in one day. Is this intended?</p><p>I tried this because I was hunting shinies (and curious if it could be done). But you can also get a ton of xp from killing the trash in all 3 zones every day.</p><p>I took the 2nd quest, zoned into Lyceum. Grabbed the shinies, killed what trash I had to but avoided killing any named just in case it locked the mission to me.</p><p>Zoned out, deleted quest. Took the 1st quest. Same thing: zoned into Covenant District, grabbed shinies, killed some trash. Avoided the named.</p><p>Zoned out, deleted that quest. Took the 3rd quest. Zoned into Dracur Prime and ran the zone in full, including grabbing the shinies and the TS apprentice.</p><p>Zoned out and handed in the 3rd quest. So I completed one mission but got 9 shinies from the 3 zones, plus the extra xp.</p><p>This leaves me with all three pesisent instances in my zones window, minimum 18 hours, so I could do exactly the same thing tomorrow. I'm really not convinced this is intended.</p><p>Another problem with this: clicking on the "portal to the past" only takes you to the zone for which you have the quest. Whereas if having all three zones persistent is acceptable, then there should be a way to pick which of them you want to return to.</p>
Soresha
04-12-2012, 07:00 PM
<p>So comet got taken out of the easier two solo zones? I'm not getting it there any more. Rather ironic after changing the circle colour to yellow so it would show up in there.</p> <p>The leash range on the named mobs in the solo mission zones is really huge, could really do with reducing. I tried to leash a few (to reset for testing them actually), and had to drag Necranaut Dolk half way back to the portal to get him to leash. Can't remember the mob name (Z-something, drakota type in Convenant District) but I can't leash him at all, have to run back to portal and zone out, and back in again.</p> <p style="margin: 0in 0in 0pt;"> </p>
Fyreflyte
04-13-2012, 06:48 PM
<p>I significantly reduced the leashing distance in all 3 solo zones. If you have time to test them out after the next patch, please let me know how they feel!</p>
Soresha
04-14-2012, 08:50 PM
<p><strong>Contested Zone/Heroic Quests</strong></p><p>I got into the contested area on Test tonight, found a couple of issues that really need fixing!</p><p><span style="color: #ff0000;"><strong>1. BUG</strong></span> I got the achievement Skyshrine: City of Dracur after killing only ONE named mob (it was a golem type, can't remember the name). The description says it's for killing ALL the nameds in Skyshrine - this isn't working right.</p><p>2. I love the dracurion illusion! I'm a dracur-faerie now! But seriously, the above bug cheapens the reward.</p><p><span style="color: #ff0000;"><strong>3. BROKEN QUEST</strong></span> I started the heroic questline on this character tonight. Nothing done previously. Got as far as the quest Defending Dracur. Got to the ROI, and the first step updates fine. But Yorglig the Hunter will not spawn. Ran around the area, nothing. Other people in group said they'd had the same problem previously and /bugged it, but this it not fixed yet!</p><p>4. Anvil-Headed Leg Breaker of the Scale - under "Effects" there's no proper description of what Soothing Sigil II actually does.</p>
Soresha
04-14-2012, 09:43 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p>I significantly reduced the leashing distance in all 3 solo zones. If you have time to test them out after the next patch, please let me know how they feel!</p></blockquote><p>The trash leash pretty quickly. Velkron, Necranaut Dolk, Tigloth, and others leashed pretty quick too. It's a shorter leash than some of Withered Lands mobs - the holgresh come to mind as being a pain to shake off. I'm tempted to say it's almost a little short now, but given it's crowded when full of mobs and it's a solo zone, it certainly won't do any harm like this.</p><p>Only catch with Velkron, his knockback can send you down the corridor to the south of his spot. It almost knocks you back to his leash range! Not quite, I tried a few times and couldn't actually get him to knock me back so far he'd drop out of combat, but it's close.</p><p>Zyerek leashed just as I reached the portal, so that's really no improvement. His leash range doesn't seem to have been changed. Or... is it a straight line in any direction from his spawn point? Because you loop back on yourself through the corridors, that might be why.</p><p>Zyerek also has a pretty large aggro radius, compared to other nameds. Several times running this zone I've pulled him by accident when taking the encounter of mobs before him. It's also impossible to move around the room he's in, even if you're not close to the central pillar where he is, he'll still aggro on to you. This is very different to all the other named in the solo mission zones who sit on their pillars/spots until you go right up to them.</p><p>Something is up with that guy, he's just not behaving like the others!</p>
Fyreflyte
04-16-2012, 03:12 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p><span style="color: #ff0000;"><strong>3. BROKEN QUEST</strong></span> I started the heroic questline on this character tonight. Nothing done previously. Got as far as the quest Defending Dracur. Got to the ROI, and the first step updates fine. But Yorglig the Hunter will not spawn. Ran around the area, nothing. Other people in group said they'd had the same problem previously and /bugged it, but this it not fixed yet!</p></blockquote><p>There were a couple bug reports on this about a month ago, but I fixed the issue back then and have not had a single report on it since. A large number of players have completed the quest since then, so as far as I know it's all working properly. Any additional details on what you're doing? Did you try running away from the location and returning to it?</p><p>Update: Just saw your bug report on this issue, and it shows you in the heroic instance when you bugged it. Is that where you were attempting to complete it? This quest takes place in the contested zone (progression-wise you are unable to reach the herioc zone at this point in the quest chain).</p>
Fyreflyte
04-16-2012, 03:17 PM
<p><cite>Soresha wrote:</cite></p><blockquote><p>Zyerek leashed just as I reached the portal, so that's really no improvement. His leash range doesn't seem to have been changed. Or... is it a straight line in any direction from his spawn point? Because you loop back on yourself through the corridors, that might be why.</p></blockquote><p>Unfortunately, that is exactly the problem. Due to the corridors looping back on themselves, there's no way to make the leash range perfect. Has to be short enough to allow you to leash mobs while being long enough to prevent unintentional leashing while kiting, etc.</p>
Kuroitsuki
04-16-2012, 03:48 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>Zyerek leashed just as I reached the portal, so that's really no improvement. His leash range doesn't seem to have been changed. Or... is it a straight line in any direction from his spawn point? Because you loop back on yourself through the corridors, that might be why.</p></blockquote><p>Unfortunately, that is exactly the problem. Due to the corridors looping back on themselves, there's no way to make the leash range perfect. Has to be short enough to allow you to leash mobs while being long enough to prevent unintentional leashing while kiting, etc.</p></blockquote><p>(sorry; it must be done)</p><p>TRAIN!!!!!1!!111!!!!</p><p>/voting for leash removal and corpse runs (and a new L100 contested raid version of the Wailing Caves) in 2012</p>
Fyreflyte
04-16-2012, 04:17 PM
<p><cite>Lexicon@Splitpaw wrote:</cite></p><blockquote><p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p>Zyerek leashed just as I reached the portal, so that's really no improvement. His leash range doesn't seem to have been changed. Or... is it a straight line in any direction from his spawn point? Because you loop back on yourself through the corridors, that might be why.</p></blockquote><p>Unfortunately, that is exactly the problem. Due to the corridors looping back on themselves, there's no way to make the leash range perfect. Has to be short enough to allow you to leash mobs while being long enough to prevent unintentional leashing while kiting, etc.</p></blockquote><p>(sorry; it must be done)</p><p>TRAIN!!!!!1!!111!!!!</p><p>/voting for leash removal and corpse runs (and a new L100 contested raid version of the Wailing Caves) in 2012</p></blockquote><p>Leashing removed! Extra training AI added to mobs! Corpse dropping and decay instituted!</p><p>Everyone be sure to give a big "thanks" to Lexicon <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Kuroitsuki
04-16-2012, 05:21 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p>Leashing removed! Extra training AI added to mobs! Corpse dropping and decay instituted!</p><p>Everyone be sure to give a big "thanks" to Lexicon <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p></blockquote><p><3 Fyreflyte... big lulz</p>
Soresha
04-16-2012, 05:34 PM
<p><cite>Fyreflyte wrote:</cite></p><blockquote><p><cite>Soresha wrote:</cite></p><blockquote><p><span style="color: #ff0000;"><strong>3. BROKEN QUEST</strong></span> I started the heroic questline on this character tonight. Nothing done previously. Got as far as the quest Defending Dracur. Got to the ROI, and the first step updates fine. But Yorglig the Hunter will not spawn. Ran around the area, nothing. Other people in group said they'd had the same problem previously and /bugged it, but this it not fixed yet!</p></blockquote><p>There were a couple bug reports on this about a month ago, but I fixed the issue back then and have not had a single report on it since. A large number of players have completed the quest since then, so as far as I know it's all working properly. Any additional details on what you're doing? Did you try running away from the location and returning to it?</p><p>Update: Just saw your bug report on this issue, and it shows you in the heroic instance when you bugged it. Is that where you were attempting to complete it? This quest takes place in the contested zone (progression-wise you are unable to reach the herioc zone at this point in the quest chain).</p></blockquote><p>No no, we had a group of 6 (some multi-boxed) in the contested area. At least one other in the group had the quest at this time and had not been able to update it on a previous occasion as well. I got the quest for the first time, got the area update but no subsequent spawn.</p><p>Don't believe the locations on my /bug reports, they are often put in later on.</p><p>Yes I tried running all around the ROI a few times, we went down the corridor to the adjacent district and back again, etc.</p><p>Is it possible (I don't know how the patches could vary! but...) that Test is different to TestCopy somehow? I've also completed this step successfully on TestCopy myself a couple weeks ago. Otherwise something has broken subsequently in the last week or so? Because you've got multiple characters on Teat server for whom this will NOT spawn.</p>
Fyreflyte
04-16-2012, 09:04 PM
<p>Well that is just weird. I went back and looked at the script for Yorglig's spawn and it had been reverted to an earlier non-working version O.o The revision history does show any log of that happening, so I'm a bit stumped, since it was obviously working in-game for awhile. At any rate, thanks for reporting this; I'll get it patched in right away.</p>
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